				
public void UpdateFirstRound()
{
	UpdateCursor();
	UpdateCamera();
	drawMap();
	
	cGame_g.setFontColor(SOFTKEYS.COLOR);
	if(!tegPlayers[cPlayer.turn].isNPC())
	{
		drawSoftKeys(SOFTKEYS.STR_TOOLS, SOFTKEYS.STR_MENU);
	}
	else
	{
		drawSoftKeys(SOFTKEYS.STR_NONE, SOFTKEYS.STR_MENU);
	}
	
	if(drawIngameHelp)
		drawIngameHelp();
	
	if(drawPlayerInfo)
		drawPlayerInfo();
		
	if(messageId != OPTIONS.MESSAGE_ID_IDLE && messageShowStart != 0)
	{
		showMessage(messageId, OPTIONS.MESSAGE_TYPE[messageId]);
	}		
		
	if(tegPlayers[cPlayer.turn].isNPC())
	{
		UpdateNPC();
	}
	
	if(isKeyPressed(KEYS.KEY_FIRE) || isKeyPressed(KEYS.KEY_5) && !tegPlayers[cPlayer.turn].isNPC())
	{
		detectCountry(cPlayer.roundType);
		clearKeys();
	}
	else if(isKeyPressed(KEYS.KEY_STAR) && !tegPlayers[cPlayer.turn].isNPC())
	{
		if(cCountry.selectedCountry != cCountry.NONE_SELECTED && tegCountries[cCountry.selectedCountry].owner == cPlayer.turn)
		{
			tegCountries[cCountry.selectedCountry].armies++;
			tegPlayers[cPlayer.turn].armies--;
		}
		
		if(tegPlayers[cPlayer.turn].armies == 0)
		{
			cCountry.selectedCountry = cCountry.NONE_SELECTED;
			
			messageId = OPTIONS.MESSAGE_ID_END_TURN;
			messageShowStart = 1;
			
			cPlayer.turn++;
			
			if(cPlayer.turn > rules[RULES.MATCH_PLAYERS] - 1)
			{
				cPlayer.turn -= rules[RULES.MATCH_PLAYERS];
			}
			
			shownPlayerInfo = cPlayer.turn;
			
			if(cPlayer.turn == cPlayer.firstRoundTurn)
			{							
				if(cPlayer.turn > rules[RULES.MATCH_PLAYERS] - 1)
				{
					cPlayer.turn -= rules[RULES.MATCH_PLAYERS];
				}
				
				cPlayer.firstRoundTurn = cPlayer.turn;
				shownPlayerInfo = cPlayer.turn;
					
				for(int i = 0; i < rules[RULES.MATCH_PLAYERS]; i++)
				{
					tegPlayers[i].armies = 3;
				}
				
				SetIngameState(STATES.INGAME_STANDARD_ROUND);
			}
		}
		
		clearKeys();
	}
	else if(isKeyPressed(KEYS.KEY_1))
	{
		drawIngameHelp = !drawIngameHelp;
		clearKeys();
	}
	else if(isKeyPressed(KEYS.KEY_7))
	{
		drawPlayerInfo = !drawPlayerInfo;
		clearKeys();
	}
	else if(isKeyPressed(KEYS.KEY_8) && drawPlayerInfo)
	{
		shownPlayerInfo++;
		
		if(shownPlayerInfo > rules[RULES.MATCH_PLAYERS] - 1)
		{
			shownPlayerInfo -= rules[RULES.MATCH_PLAYERS];
		}
		clearKeys();
	}
	else if(isKeyPressed(KEYS.KEY_LSK) && !tegPlayers[cPlayer.turn].isNPC())
	{
		SetIngameState(STATES.INGAME_TOOLS);
		clearKeys();
	}
	else if(isKeyPressed(KEYS.KEY_RSK))
	{
		SetState(STATES.IGM);
		clearKeys();
	}
}